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DaveV goes on the hunt with Volanna

Since Aurorarcher has marble, I decided there's no point putting more hammers into the Bone Palace. I switched to some badly-needed workers instead.

The barb warrior followed his programming and moved onto the forest for better defense. Unfortunately for him, I had a fawn in position to attack, and the odds were better than if he'd stayed on the flat.




The fawn won, but was damaged well into the yellow.
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Turn 95: a new fawn is exploring to the west. He found another barb city.




On the Khazad border, I built another city. This seems like a reasonable border to me, although Aurorarcher may not be happy when both of these cities are pumping out 6 culture (creative+carnival+tiger cage).


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More exploration, more apparent dead ends. This map appears to be a maze of twisty little passages, all different.




(I have a fawn and scout under the bubble for the silks).
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Turn 97, belatedly.

More exploration in the west:




Another barb city in the east:




More Khazad warriors in the north:




Probably a reaction to my super warrior. Neither of us is building roads toward the other, so I'm going to hope he has enough on his hands on his other fronts.
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Turn 98. I only had about 75% odds against the spider on flat land, so I'll try to lure him into the woods with a sacrificial scout.




The spider should have 95% odds. If he chickens out and flees into the woods instead, the fawn will be able to kill him in two turns.

Not that it all matters much:







Buy my explorers are still going through the motions in the west:




It looks like this map is in the shape of a snowflake, with branching arms radiating from a central hub. Potentially interesting, if one of the players doesn't score an early great scientist from a lair, a super-promoted scout, and fills up the hub with cities. Have I mentioned before how much I hate lairs?

And I don't mean to minimize Aurorarcher's accomplishments: he's done a great job of snowballing his early advantages. But it's just kind of a boring game, where it's almost turn 100 and I don't even have contact with one of the other players. Plus there's been a clear leader for pretty much the whole game and the rest of the world seems incapable of doing anything about it.
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Maybe, next time set up the game with no lairs, maybe. nod popcorn
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(September 5th, 2015, 09:31)flugauto Wrote: Maybe, next time set up the game with no lairs, maybe. nod popcorn

I tried bangheadrantnonoduhprotestfrownTT TT

(April 29th, 2015, 17:52)DaveV Wrote: Some other proposed settings:

No lairs
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The game is apparently moving again after a one week hiatus. The west is looking more and more like a dead end:




The south is not!




I barely beat the spider (see the inset at bottom center). It's interesting to see Ventessel's unit.
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Just in case this game is staggering on because I haven't said the magic words yet: I concede to Aurorarcher.
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Apparently the game is still going. Here's a quick overview:

Aurorarcher has a ridiculous amount of stuff on his border with me:




In the south, I've found Ventessel's borders. I begged for Ale from jalepeno, and he gave it. No open borders option.




I captured the spider, who's now healing in Ash.

In the west, I've captured a lion and mapped the dead end:




I finally finished Priesthood, now it's going to be 6 turns till I can put it to use. My economy sucks, and I have no way of hurting Aurorarcher. Dreylin is dying, and I'm next.
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